If You like Tequatl difficulty where it is vote up this post. If you like it easier vote up the reply beneath this one.
Vote up this one for hard difficulty
Don’t give in Anet, it’s nice to have hardmode on occasion…
Hope you enjoy playing by yourself then, because if all the content goes on par with tequatl the funless, casual players are going to abandon ship so fast. Doubt a game that relies on monetization is going to risk scaring off their silent majority.
Agreed, it’d be poor design if they make ALL future world boss content in this fashion. As I stated from earlier post, “On OCCASION hardmode is needed in games of this nature”
Not all achievements should be handed out on a silver spoon ………..
Notice the recent posts of servers, “WE DID IT…CONGRATS” popping. Talk of 100++ gathering and joining on teamspeak to make it happen. Server pride, players gathering together to make it happen in a MMO, nothing wrong with it.
That sounds good, but my success in an event should not hinge on whether I got into the right server or not. That reminds me of RNG. It’s frustrating and annoying.
Before you scoff at that, I’ve played with a lot of good teams. We did everything right, but because of one variable or another = failure was inevitable. Sill and coordination was not the problem. Frankly, This is just not fun.
Don’t make it easier. fix the server backend (overflows etc) . Making the event easier won’t solve the main issues people are having, neither will it help for the next one they do.
Actually it would.
Don’t give in Anet, it’s nice to have hardmode on occasion…
Hope you enjoy playing by yourself then, because if all the content goes on par with tequatl the funless, casual players are going to abandon ship so fast. Doubt a game that relies on monetization is going to risk scaring off their silent majority.
This. The Devs don’t seem to be getting the learning curve. People have left in droves before. Remember the DR fiasco and others? It seems every time the game takes a step forward, it takes 2 back.
BTW had a chuckle over Tequatl the funless. That is exactly what he is.
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I agree. Plus there’s mass AFK. When you have an event this difficult on a long timer, its bound to happen.
Yeah the hardcore may love it. Teqatl is almost a guaranteed failure unless you come across the most pristing or circumstances. Even then you can fail without sufficient numbers. Now that people are giving up it’s gettimg even harder.
You know what really sucks though? Knowing that when the event begins that your chance is nil (based on the number of people present) even if everyone plays well.
If you care about Tequatl or WWW cannon/treb/cart afkers, just make them auto-disconnect from the used item in a single minute.
Now you may actually be on to something. A minute of AFk on a cannon/treb/cart may even be too long. A minute in game is an eternity. 15-20 seconds sounds sufficient. Like you said, this is to be kicked off the item only.
I still think that this AFK problem for the most part is entirely due to TEQ being an improperly scaled event. Also when you have an event with such a big window = people AFK.
I succeeded at tequatl 2 days ago with a full server. Yes, it was a good group with good coordination. There were commanders at key locations giving instruction. (I didn’t see any AFK btw) That said, if we had less numbers, we would have failed anyway. The timers would have ran out.
People claim this isn’t an over powered event, but really? How often are those ideal circumstances going to exist to get a win? I’m tried the event 10+ times since and failed every time. 25% -50% less people even on Blackgate.
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More stuff.
I’m ignoring anything related to Tequatl’s difficulty, friend. There are already many threads complaining or praising Tequatl’s encounter, so I don’t see the need to make another one about it.
I, personally like the encounter and do not want its difficulty to be lowered. I completely disagree with your point, but didn’t want to argue about it because it could potentially lead to unnecessary hostility and pointless argument.
Now, having less people going AFK would be beneficial to the servers’ stability.
Also, some people sometimes go AFK unexpectedly, so they sometimes leave their characters in dangerous zones, which ends up in them getting killed, damaging their armour, so it would also benefit many players in the long run.
Pure nonsense. AFK doesn’t hurt the server at all. It causes no stability problems. It’s usually unnoticable. (except teq)
As for the case with people’s armor, That’s one of the risks of going AFK, it happens. It’s unavoidable sometimes. It’s hardly a reason to take punitive action. They are effecting no one but themselves.
Give me a good reason to implement punitive action for AFKers, and perhaps I’ll entertain the notion. You won’t admit the real issue because you like the difficulty. So you’’ say whatever to keep it that way, rather than admit the real problem.
In this particular instance people have failed in the double digits of times. so they are camping out the event and Akitteng. Why? Because most people don’t have 20 hours a day to dedicate to teq.
You continually say this isn’t about Tequatl. Fine, there where else have you observed this happening? Where else has it been problematic? There are other difficult events like the temples. You don’t see people camping and AFk there.
Actually the AFK will go away anyway. This is a new event so people are flocking to it. Eventually it will just go undone. Then the AFK problem solve itself. I completed the event. but its sad for others who won’t be able to.
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Stuff
I’m talking about a problem that could come to exist with or without Tequatl, so let’s focus on that and not on the event’s difficulty.
Stuff
Please stop deviating from the topic.
This is not about Tequatl’s difficulty, this is about inactivity and a possible solution to get rid of it, so I beg you to respect my intentions and stop trying to derail this thread.
Oddly enough, I am not deviating from the topic at all. You are proposing a fix for something that (until they misscaled an events difficulty) was a not broken.
People being AFK is not a problem in an MMO. It happens all the time without consequenses and is perfectly acceptable. People should not be punished for being AFK unless they are exploiting the game.
You’re proposing that the sky is red and needs a fix to make it blue. The problem is the sky isn’t red People being AFK should not hurt an event’s success rate. That is a scaling problem, not an AFK problem.
You understand now?
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Stuff
I’m talking about a problem that could come to exist with or without Tequatl, so let’s focus on that and not on the event’s difficulty.
Could come to exist but never has. Or at least it has never been noticable before.
Well, that’s not entirely true. People were trying to AFK leech events early on in the game when it was new. (AFK leeching has been addressed though)
Question. Why would you care if someone else was AFK unless it affected you? You wouldn’t! You are only noticing it/trying to correct it because its causing an event failuer (with TEQ.)
You’ve probably seen people AFK at other events and never noticed. So don’t say it’s not about Teq = that is exactly what it’s about.
I think the problem is that people have failed the event so many times they are camping it. There’s nothing to do in the meanwhile, so they AFK. As soon as they do, the event starts.
There’s a problem with this events difficulty. the sever has to be filled with players to max capacity or there’s no chance a success. even with coordination, this can be an easy fail.
You’re trying to fix the sypmtom rather than the disease. if they simply fix the difficulty everything else falls into place.
While your solution sounds good on the surface, there’s a bigger problem with Teq. The difficulty is so bad that people are having to guest to have a shot at beating him. If you aren’t on a very populated server your chances are basically nill.
Everyone is guesting at Blackgate. so they are overloaded. Every other server doesn’t have enough people. The guesting is just a symptom, the difficulty is the problem. Only having a shot when the server is full to overflow is not practical.
I would like to know what overflow I am in, so I like your idea anway. The AFk is a problem too. (like you said.)
I understand the analogy. In terms of practicality, its a very stupid thing. Even BG is failing a most of the time. A lot of players are simply done with Teq, they’ve had enough and quit.
Love my ranger the best (although they get a lot of bad press) Thief was next favorite. They are my favorite classes in the game.
I love my Ele in theory. They just didn’t exectute the class well. If they do a lot of buffing they’ll be a lot of fun.
this isn’t a good thing. they screwed up with the difficulty. the servers aren’t full enough to take him on so they are flocking to the same one. Even with flawless tactics its overly difficult.
Very unfair particullarly if you are on a less populated server. people shouldn’t have to guest another server to be able to do the content.
Activities. It takes about 3 minutes to do a sanctum sprint. If you come in 1st, that’s 1000 karma, else it’s 600. As soon as you get it, don’t wait, drop and requeue. That’s around 10k karma an hour at least.
But in this case, fractals is the way to go, since you can get the karma and shards at the same time.
An hour to get 10k Karma by repeaating the same boring activity. Do you know what that sounds like to me? Grind.
I know, you were only are giving an option to make Karma. It’s just annoying that they took the jugs away from the dailies/monthlies. (which I enjoy doing) Because for me, running around in a circle is not only not fun, but I don’t have the time nor will to do so.
I have to agree that E’s need a lot of fixes. They are way to squishy for their damage output. There’s little to take the heat off of you. Either raise their damage significantly or put them in medium armor.
The traits force people into specific builds and weapons. whether I want to or not earth trait has to be near maxed. Fire gets maxed for damage. Any other traits have trivial levels.
Same deal for weapons. I find myself with a staff because the extra range is necessary for survivability.
Atunement: I almost never switch it because of the traits it’s impractical. Frankly , I’d rather be married to an attunement and be able to switch weapons like every other class. (Still weapon swaps wouldn’t solve the inadequate damage/ condition damage problem anyway.)
Atunement sounds good on the surface. Still, the most you’ll be able to be proficient at is 2 atunements because of trait point restrictions.
Yes, more survivability please but I don’t use my Ele to tank. I rolled an Ele for damage. It’s simply not there.
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EDIT:
Elementalist: We still havnt addressed the core problem of them. While conjurer are a nice gimmick and fun in LA, can have some good damage potential, this is not what has been asked by the ele community.
Right now we are sitting on the lowest hp pool of all classes. Without access to stealth (thieves) or clones/stealth(mesmers) nor aegis/protection(mesmer guardians) constantly being reapplying itself, we are FORCED (yes, you read that right, forced) to go with cantrips, water, some earth and 30 point arcana.
When you do the math thats pretty much all your traits, leaving us in a really bad spot.Variation from this build usually means a hit/[mostly] miss play where yo unload all your arcanes in the hopes that it will kill the 27k hp warrior over there which used one dodge and cancelled all our damage, leaving us with 11k hp and no utilities, running around like a naked chicken.
Staff coire issues comes from the lack of reliable damage, sure golems are scary and stand still because thy are that bada[ss but the rest of the players dont and that has to be taken in consideration. Gust misses all the time even if the person literally just strafed. Risk/reward is just not there.
this is what I would recommend:
Increase base HP to 18-20k like mesmers. We dont have clones nor aegis nor protection nor stealth as often as they do yet they are allowed to be that beefy. Sure some consideration with bunkers would have to be taken, a good solution is; decrease healing coefficient of skills, increase base heal.
Lava Font, (fire 2) still very underwhelming, high delay for the avergae damage it does. Possible solutions is increase radius or make the first tick instant. Right now it is too telegraphed, too easy to avoid, and even when landed it does not have a good result
Lighting surge (lighting 2) Same as fire too, delay for average damage.
Gust (Air 3) Incredible hard to land, to the point that might as well not have it. PLease make it follow the target (lock on) or make it a PBAoE cone.
Overall increase a little the damage for non-fire elements, auto attacks ned to be more responsive and faster.
Support is a great start but we are very far from making the class viable
Let me copy/pasta some very wise words:“Whats the point of CC if Defiant/AoE cap negates it completely?
Whats the point of healing if it has long CD, usually does not heal more than 5-10% of the targets health and most people can heal themselves?
Whats the point of buffing support skills (Oct 15 patch) if it is just not worth it, it usually carries low damage and you cant outlast damage dealers nor conditions, just delay them?
Anet, while buffs sure are welcome, whats the point of wanting support in the game if you keep making content easy for Zerker to faceroll, for Zergs to overcome, for damage dealers to ignore.
Perhaps I have been playing the wrong game, perhaps staff ele is supposed to be a God. But, given how most of us would love to have a viable damage dealer staff, I cant see whats the point of keep gutting it into this “support” role which nobody reall wants/needs to roll."
I agree with you a lot on Ele. I like mine with a staff. heavy fire/earth and the rest in air for traits. I felt more or less hearded into that build because we aren’t hearty enough. I basically just stay fire all the time. Switching seems like a waste of time, considering trait and weapon limitations.
While I function ok in PVE I feel underwhelming unless I have cover from other players so I can AOE. Was this how it was supposed to be?
The dailies and monthlies were one of the few things I still liked in the game. Now they seem pointless. Before the jugs would at least be useful in working towards temple armor and a few accessories. It all just seems pointless now.
I haven’t played all summer. I come on to the forums and see posts like this and I see I made the right decision. They can keep the gear treadmill and Karma nerf. I’ll pass. Thanks for saving me the trouble of logging in OP.
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Necro? They can hit for like 7K+ damage with autoattack,
….7K+ with auto attack? A NECRO ?
What in the world were you drinking or smoking and where can I get some of that…?
Not even in WvW, with full berserker, full +crit damage food, 25 might stacks, on an upscaled with 25 stacks of vulnerability.
MAYBE with all of the above mentioned conditions while using Lich Form, an elite skill. On actual auto-attacks? Not ever.
I don’t play a necro so I was in no position to interject. It sounds a little unbelievable to me though. Even his strongest attack hitting for 7,000 seems high to me. Like I said, I can’t say with any certainty.
If its true, it’s time for people to play necros.
You can make a sniper build with a warrior, 9-11000 damage 1500 range auto-crit, and that’s without food. With food you can get up to a 23000 damage auto-crit. You will however melt like a candle on the surface of the sun if anybody ever gets close to you.
Question: did you mean 2,300 auto crit?
Anyway, please go into deatail on how you do this. If you’re hitting for that much damage, not much is going to get near you anyway. Just avoid large groups.
Mostly I would agree with some posters, play what you enjoy, odds are, some random update will change the DPS equation. A short time ago my ranger was in pretty good shape, with shortbow and enhanced pet damage. But, as in all games, somebody in in charged looked and screamed “WHO DID THIS TO RANGERS” and we got “fixed”.
Past couple of updates, eh, not so much. Longbow killing is like annoying things to death. But, they die. I’ll still play mine. IMO, for pve its a better at melee than ranged now.
Lol at annoying them to death. That was very funny.
Seriosly though, If you go glass cannon (or just stack power & toughness like I do) + an heavy boosts to your condition damage + traps you might then might find the longbow a delightful weapon.
By the time they make it through Barrage, I can have a large mob nearly dead. You will rarely get hit if you keep mobile either. It’s awsome in a Zerg.
Oh yeah, I don’t mess with the pet traits. My 2 bears are sturdy enough under normal circumstances they even oftem hold up long enough against bosses for me to switch them out without a problem..
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There’s nothing to be confused about MF. You just don’t know what will happen and how they will go about it. Of course that doesn’t stop you from saying that the fix is often worse than the problem, lol
I did say I know it hasn’t happened yet.
They’ve had other fixes to other problems that were confusing and frustrating. Their botting fixes, bug fixes, and DR implementation come to mind.
You should try reading and comprehending what was written before commenting on it.
Thanks for posting this. It’s true for me in enclosed areas like indoors and in personal story. In a big zerg I slow down somewhat less as well.
If you’re talking purley DPS then I suppose a staff Elementalist is a good bet.
My personal favorite for AOE is my longbow ranger with traps set to ground target (from traits). I use the extended range for longbow from traits as well. You get way better range and the Area of effect is huge compared to Ele.
Plus you are so much sturdier. The extended longbow range leaves may mobs dead before they can ever reach you. Often times I can hit more stationary bosses and be completely out of their range. Meaning, they don’t hit me at all. Like Worms or Bosses in a zerg.
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I know it hasn’t happened yet. I can see this as a potential problem. What if they give me a stat I don’t want? or like you said, no stat replacement?
My opinion on MF is pretty simple. Either leave it alone or remove it completely. These half measures just wind up being confusing and frustrating. If It’s done away with then allow us to change the MF stat on gear to something else from a set of choices.
Like other changes in this game, the fix is often worse than the problem.
Are you still pitching the “it was two years old” argument…despite the fact that the main guild wars 2 site had a direct link to it (complete with graphics) on the main page basically right up until release?
http://web.archive.org/web/20120510235808/http://www.guildwars2.com/en/
Having it linked off of the very front page made it every bit at launch as the day it was created.
It’s bait and switch, even more so since the product was pre-purchased in many cases. Look, its an OK game. It wasn’t what was promised on a lot of fronts. That was disapointing. They promised epic and delived Meh.
I can still find and do things that i find are entertaining if I try. However, for me ( a casual player ) I feel that I’ve done just about everything worth doing in game. Now, most of the stuff is just to kill time. I’ve leved the professions, got my exotics, and played through almost all the content.
I’m sure as heck not going to start a legendary. There’s really not much left for me besides repetition. I’ll pass on that. but hey, to each their own.
The rudeness is unacceptable, but It’s pretty cool that queensdale is populated on your sever. Players can be so ingenious sometimes. They are adapting to the bad game design and finding ways to make the play (and loot) more fun.
The maps are by and large empty so they consolidated in a starter area and maximize the content. It sure as heck beats being in Orr where the scenery is dreary and filled with annoying and boring risen.
It sounds like a welcomed change.
I liked the old one better too……It’s by no means a dealbreaker for me. I just think time and resourses could have been better spent on bug fixing or fixing things that are problematic (like the horrible broken camera!) than fixing something that was working just fine.
I have not heard one complaint about the achievement interface ever.
The only solution to this would be to make what you get in the chest NOT random, but based on total participation starting with the first pre-event:
1. There and participated for 100% of ALL events: exotic
2. There and participated for 95%+ of All events: rare
3. There and participated for 60%+ of All events: masterwork
4. There and participated for all of final event: blue
5. There and participated for only last 50% of final event: white.- That would change the dynamic a LOT.
While brutal in requiring a lot of involvement, this would also allow for a guaranteed exotic for the really dedicated.
You don’t deserve a guaranteed exotic for simply doing a boss chain. And innocent people should not be excluded from their chance to get loot because they got late to the party.
The only way to solve this “issue” is to disable the event API. Does anyone want that to happen? Then you’ll only have some dragon timer websites to worry about.
See, any solution creates worse problems.
Sure, diable the API. I don’t care. It would probably tick off the chest hoppers I described. I like to play when I am in an area. When events come up do them.
What etiquette? Oh please. It’s a game.
Yeah, ettiquette as opposed to a rule.
It’s better if it remains “etiquette” rather than becoming " a rule" which would be more punitive. Meaning if you happened by an event later = no/less reward. That would suck for eveyone.
You follow?
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Beginning of the month and if I am not mistaken it was also part of the daily. That would be why suddenly there were a ton of people that showed up.
Normally this only happens on World events.
The fact that this happens almost exclusively on world events =chest events is my point. I’m of the opinion that chests are actually the problem here. (while I love them.) *People would be more focused on killing and doing the events if they weren’t so loot/chest driven. *
Actually, few people would even do them in that case. The only reason most people I know ever bothered to showed up to one of the world events was for the chest. We would WvW until the timers were up, pop over to get the chest, then return to WvW.
Then everyone you know is part of the problem. I hope Anet is reading this and implements a fix for it. This is the type of stuff that has killed the PVE content of the game. Popping in and taking the loot without doing much of anything is exploiting the players who are actively involed.
Everyone I know is part of the problem? It isn’t the kitten poor design on ANets fault? Really now…
It’s a bit of both actually……………….BTW, I am all for rewards I just think people should have to work to get them. I think if you just go to the last leg of an event chain and only do sufficent damage to the final boss to get the chest then yeah, you’re part of the problem I mentioned.
You and I disagree on the PVE not being fun, I think it is. If you don’t like it that’s your perogative.
I do agree with you on bad design. Clearly that is something that Anet should address. No chest if you didn’t at least do something in one of the pre-events. I’d prefer it didn’t come to that. However, Much like in real life, a few people doing what they aren’t supposed to do ruins it for everyone else.
Beginning of the month and if I am not mistaken it was also part of the daily. That would be why suddenly there were a ton of people that showed up.
Normally this only happens on World events.
The fact that this happens almost exclusively on world events =chest events is my point. I’m of the opinion that chests are actually the problem here. (while I love them.) *People would be more focused on killing and doing the events if they weren’t so loot/chest driven. *
Actually, few people would even do them in that case. The only reason most people I know ever bothered to showed up to one of the world events was for the chest. We would WvW until the timers were up, pop over to get the chest, then return to WvW.
Then everyone you know is part of the problem. I hope Anet is reading this and implements a fix for it. This is the type of stuff that has killed the PVE content of the game. Popping in and taking the loot without doing much of anything is exploiting the players who are actively involed.
Maybe they should make the reward from the final boss in these event chains scale based on player participation in the DEs leading up to that event.
There will be less participation overall, because if you miss the beginning of the chain you’ll get less loot. If you’re doing Event A and pre-events for Event B pops up, instead of going to the boss after Event A ends people will ignore Event B because they weren’t there for the pre-events. And if you call out events when they are already in progress people will just get mad because they missed the pre-event and won’t get as much loot.
How does making people angry because they aren’t getting as much loot as the other guy make the game better or encourage participation?
Bribing people to do the events just makes the events about collecting loot, not doing the events themselves. Anet might as well take out the events altogether and replace them with a randomly spawning Big Red Button that gives you rare item chests when you hit it.
You and I have had this loot discussion more than a few times. There’s two ways to modify behavior “the carrot and the stick” they actually are both effective. There are times one works better than the other. They use the stick all the time (ex- diminishing rewards)
I think they have more of a uniformity probelem when it comes to distributing the carrots. Then an actual carrot supply problem. This is evidenced by most events being empty and chest events being full (especially the last part of the event)
This poster has a point. More participation should = more rewards. Its human nature to try to get the most bang for your buck. If they can get away withh less work they will.
I love chests. However, they very well may be a large part of the problem. I think they’d be better served by spreading the wealth to all events and to champs and vets too.
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It doesnt matter which event, its same for most world events that have pre-events. Today i was doing temple of Lyssa pre-event with 2 other guys, when we removed barrier around pristess there was suddenly whole zerg killing her…
People want to come and smash pinata as fast as possible, claim chest and move on to next pinata. Why do you think Karka queen hassnt been killed for more than 300 hours?
I agree with you. Shockingly we seem to be in the minority on the thread. I guess when you do the 30:5 ratio I saw on the last event, it makes sense.
Then these same people will complain when they take the chest rewards away because too many people are exploiting them.
My original point: If you want the chest be considerate and at least attempt to do the event chain.
Beginning of the month and if I am not mistaken it was also part of the daily. That would be why suddenly there were a ton of people that showed up.
Normally this only happens on World events.
The fact that this happens almost exclusively on world events =chest events is my point. I’m of the opinion that chests are actually the problem here. (while I love them.) People would be more focused on killing and doing the events if they weren’t so loot/chest driven.
It’s possible that people are monitoring the state of certain event types through the API, and intentionally show up at the end to collect the loot.
This is what’s going on and its pretty messed up.
At the “big chest” meta-events I often see discussion like “let’s go to wurm next” or “Teq’s up, kill FE fast!” So it’s not surprising if a number of people suddenly show up, they might have all come from another event that just finished.
Sure, and I’ve seen that and joined in too. That’s a good time when that happens. I just don’t buy that the events are timed up like that to miss every time. (so you only catch the end.
The event scales, so the 30 players that showed up for the boss didn’t negatively impact the previous events of the chain. If anything they helped you with the final boss. And, trust me, if it’s the Ulgoth chain and you struggled with the prior events, you needed that help badly. Nobody forced you to do the other events, and nobody made them worse for you either.
I am sure that they helped a lot. 5 people against Ulgoth likely would have been a fail. That really isn’t the issue though. It would have been much more fun to have the people playing along for the event chain. It needed not be a struggle. There were clearly people available.
Plus, I was asked what event i was doing this time. I’ve seen it plenty of times on others. You argue that no one forced me to do the event. True enough. I do events because I like doing events. they are much more fun with more people.
Can I ask what event you were doing?
The Ulgoth chain in Hairathi Hinterlands.
I was doing a DE today. 5 people struggled to do the event. Miraculously, There were 30+ people there to finish off the final boss and get the chest. Really?That is just bad etiquette.
I undertsand that the way the world is designed that you are sometimes going to find an event near the end. It’s happened to me plenty of times. However, I have to get suspicious when the numbers regularly jump like that. The game is already not fun to play with empty maps.
I’ve seen it in game. I can’t explain it. Some people get drop after drop while others consistantly get garbage. My only explanation is that the RNG is somehow broken.
I’m one of those people who the loot drop wasn’t working for. I just got my first exotic to drop since beta. (It was from a world event chest) I was almost never even getting rare drops either. (except in chests)
My solution: I went heavy on the MF and zerg as much as possible. I can get it to 112 with food. Now I can get 8-10 rares a day if I work at it. I didn’t want to have to resort to MF, but you need money in this game for it to be fun. So be it.
Anyone who’s studied statistics will tell you that:
It’s life, sometimes you’re unlucky and sometimes you are… deal with it unfortunately.
I’m sorry, but this statement of yours I have to disagree with in regards to what the OP is describing. The RNG in this game is bizarre and broken. It would be like in real life someone won the powerball week after week.
I don’t think its simply a matter of the amount of drops. It’s how and where the drops are distributed too. The current system has you racing to kill as many mobs as possible in a zerg (with MF) to fight the RNG and/or chest hunting.
Why not distribute the loot more evenly through the champions who go untouched?
This statement I will agree with.
For example. How many reading this knows there is a Champ spider next to the hunting lodge in Queensdale?
I have never seen anyone even attempt to kill it. She just sits there day after day tending to her baby spiders. Yet day after day people swarm over in that area to kill the Wasp queen and the champ boar.
Spreading the loot out is a great idea, but then again it is like the DE system. People will have to be willing to try out these different champs and see if they are worth killing. I bet they won’t bother.
Thank you! That was the point I was trying to make all along. There’s so many champs like the one you mentioned. ( and I didn’t know that spider was there either.)
I can’t even begin to tell you how much content I’ve had to walk by. Probably great stuff that I never tried. Ironicly, feeling bored because I’m doing the same old thing again.
OP, I get what you mean. Like you said, its a game and not real in that the toons and races aren’t real. (except human obviously) Still, its racism. I am obviously not offended. Yet, it’s still a little disturbing. It hits kinda close to home too.
Actually I was thinking a bit more about the Centaur. They are not only racists but they have slaves as well. I freed a bunch of them working a field in Harathi Hinterlands.
What about all those racists centaurs? A couple of days ago one shouted “Die two legs!” at me and proceeded to attack me! That’s more than just racist that is a hate crime!
LOL!
(edited by SHM.7628)
This drop argument is pretty insane when you factor in magic find. Their stance on drops has always been weird.
It’s not too hard to understand, they’re trying too hard to please everyone.
You know what happens when you try to please everyone? You usually wind up pleasing no one. I think it may be one of Anets problems. especially regarding sticking to their manifesto.
You’ve made some fair and valid points here though. The argument about people wanting a higher (stat) tier than exotic is just not one of them. There’s lots of skins for people to chase after. They can work towards culteral armor and legendaries as well.
Look at GW1. everything was skins. You got your max armor and weapons at lvl 20 and everything else was skins. Plus you could find and remove upgrades from weapons. It woked quite well.
They do have some tools in the shed to deal with TP over abundance. If that is their issue they should see to that.
I wouldn’t go as far as to simply call my behavior “loot chasing” as you put it. Yes, I want loot. (Who doesn’t?) It has to be fun along the way too. One affects the other. If there’s no loot people skip the content. If people skip the content = the game isn’t fun.
It becomes a viscious cycle. people go to where the drops are maximized. Empty maps on one hand and zergs so big that you can barely get your damage out fast enough. It doesn’t work as is.
I don’t think its simply a matter of the amount of drops. It’s how and where the drops are distributed too. The current system has you racing to kill as many mobs as possible in a zerg (with MF) to fight the RNG and/or chest hunting.
Why not distribute the loot more evenly through the champions who go untouched?
I love the traps for thief. Ranger traps too.